Large Elemental, Chaotic Good
Armor Class 15 (natural armor)
Hit Points 100 (8d8 + 64)
Speed 30 ft., Fly 90 ft.
STR
19 (+4)
DEX
13 (+1)
CON
20 (+5)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +5, WIS +6, CHA +8
Damage Immunities Lightning, Thunder
Senses Darkvision 120 ft., Passive Perception 13
Languages Auran
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Elemental Demise. If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

Innate Spellcasting. The djinni's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components

At will: detect evil and good, detect magic, thunderwave

2/day each: create food and water (can create wine instead of water) , tongues, wind walkinvisibility

 

Actions
  • Multiattack. The djinni makes two scimitar attacks.

 

  • Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: (2d6 + 4) slashing damage plus (1d6)lightning or thunder damage. (djinni's choice)

Monster Tags: Genie

Habitat: Coastal

Azoc

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